When a teammate disconnects or goes afk, their army sits idle. Using the take command transfers control of their units to another player. Here is when it makes sense and when it causes problems.
Tags: slash take, afk player, team commands, unit management, BAR, team play
Using slash take from a leaver, afk, or lagging player is standard practice. Those units would otherwise sit idle while the opposing team engages them. Taking control keeps the game fair and fun for the remaining players.
Taking units from an active player without permission is not acceptable. Some players confuse this when a teammate is making poor decisions. Poor decisions from an active player should be discussed, not overridden.
The take command transfers full control of all units belonging to the target player. Economy buildings remain under the original player. The taking player manages the units from that point forward.
If a player disconnects and crashes, they may not be able to receive shared units after rejoining. Teams should use slash take rather than attempting to share army back to the returned player.
Tell the team when taking over. Type slash take in chat and announce it. This prevents confusion about who is controlling what units and avoids friendly fire incidents.
Clean teams respect who controls what. Creed of Champions emphasizes clear communication and mutual respect among teammates.
[Crd] Gaming actually fulfills a human purpose here. Cooperation, mutual upbuilding, fun and striving for greatness together. Instead of random anonymity, you meet, learn from, and enjoy real people.